You can calculate if a newly modified terrain has changed in slope too much, and if it's too steep, remap it by mapping a texture on the stretched out heights with compressed UVs (range -1 to 2 instead of 0 to 1 per tile for example). You should look into per-chunk texturing. That way, you can even blend the same texture into two splatting layers and have smooth transitions between the stretched, and unstretched texture (flat and sloped land) by dynamicaly creating the alpha map (along with terrain changes) which will decide how each splatting layer is shown. You can have 1 base + 3 additional layers per chunk with good speed (PS1) or even more but it will slow down (usage of PS2).
The only thing is - you'd have to code all of this yourself.
